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30d2c3787f
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9d29eddf16
11 changed files with 61 additions and 43 deletions
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@ -84,7 +84,7 @@ void SlicingAdaptive::prepare(const ModelObject &object)
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m_faces.reserve(mesh.facets_count());
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for (stl_triangle_vertex_indices face : mesh.its.indices) {
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stl_vertex vertex[3] = { mesh.its.vertices[face[0]], mesh.its.vertices[face[1]], mesh.its.vertices[face[2]] };
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stl_vertex n = (vertex[2] - vertex[1]).cross(vertex[3] - vertex[2]).normalized();
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stl_vertex n = face_normal_normalized(vertex);
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std::pair<float, float> face_z_span {
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std::min(std::min(vertex[0].z(), vertex[1].z()), vertex[2].z()),
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std::max(std::max(vertex[0].z(), vertex[1].z()), vertex[2].z())
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@ -1133,15 +1133,17 @@ TriangleMesh make_cylinder(double r, double h, double fa)
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return mesh;
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}
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TriangleMesh make_cone(double r, double h, double fa)
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indexed_triangle_set its_make_cone(double r, double h, double fa)
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{
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Pointf3s vertices;
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std::vector<Vec3i> facets;
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vertices.reserve(3+size_t(2*PI/fa));
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vertices.reserve(3+2*size_t(2*PI/fa));
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indexed_triangle_set mesh;
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auto& vertices = mesh.vertices;
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auto& facets = mesh.indices;
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vertices.reserve(3 + 2 * size_t(2 * PI / fa));
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// base center and top vertex
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vertices.emplace_back(Vec3f::Zero());
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vertices.emplace_back(Vec3f(0., 0., h));
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vertices = { Vec3d::Zero(), Vec3d(0., 0., h) }; // base center and top vertex
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size_t i = 0;
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for (double angle=0; angle<2*PI; angle+=fa) {
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vertices.emplace_back(r*std::cos(angle), r*std::sin(angle), 0.);
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@ -1154,11 +1156,15 @@ TriangleMesh make_cone(double r, double h, double fa)
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facets.emplace_back(0, 2, i+1); // close the shape
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facets.emplace_back(1, i+1, 2);
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TriangleMesh mesh(std::move(vertices), std::move(facets));
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mesh.repair();
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return mesh;
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}
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TriangleMesh make_cone(double radius, double fa)
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{
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TriangleMesh mesh(its_make_cone(radius, fa));
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mesh.repair();
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return mesh;
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}
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// Generates mesh for a sphere centered about the origin, using the generated angle
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// to determine the granularity.
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@ -1222,7 +1228,6 @@ TriangleMesh make_sphere(double radius, double fa)
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{
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TriangleMesh mesh(its_make_sphere(radius, fa));
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mesh.repair();
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return mesh;
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}
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@ -1343,10 +1348,8 @@ std::vector<Vec3f> its_face_normals(const indexed_triangle_set &its)
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{
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std::vector<Vec3f> normals;
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normals.reserve(its.indices.size());
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for (stl_triangle_vertex_indices face : its.indices) {
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stl_vertex vertex[3] = { its.vertices[face[0]], its.vertices[face[1]], its.vertices[face[2]] };
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normals.push_back((vertex[2] - vertex[1]).cross(vertex[3] - vertex[2]).normalized());
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}
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for (stl_triangle_vertex_indices face : its.indices)
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normals.push_back(its_face_normal(its, face));
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return normals;
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}
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@ -209,17 +209,21 @@ void its_merge(indexed_triangle_set &A, const std::vector<Vec3f> &triangles);
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void its_merge(indexed_triangle_set &A, const Pointf3s &triangles);
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std::vector<Vec3f> its_face_normals(const indexed_triangle_set &its);
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inline Vec3f face_normal(const stl_vertex vertex[3]) { return (vertex[1] - vertex[0]).cross(vertex[2] - vertex[1]).normalized(); }
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inline Vec3f face_normal_normalized(const stl_vertex vertex[3]) { return face_normal(vertex).normalized(); }
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inline Vec3f its_face_normal(const indexed_triangle_set &its, const stl_triangle_vertex_indices face)
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{ const stl_vertex vertices[3] { its.vertices[face[0]], its.vertices[face[1]], its.vertices[face[2]] }; return face_normal_normalized(vertices); }
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inline Vec3f its_face_normal(const indexed_triangle_set &its, const int face_idx)
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{ return its_face_normal(its, its.indices[face_idx]); }
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indexed_triangle_set its_make_cube(double x, double y, double z);
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TriangleMesh make_cube(double x, double y, double z);
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// Generate a TriangleMesh of a cylinder
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indexed_triangle_set its_make_cylinder(double r, double h, double fa=(2*PI/360));
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TriangleMesh make_cylinder(double r, double h, double fa=(2*PI/360));
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indexed_triangle_set its_make_sphere(double rho, double fa=(2*PI/360));
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TriangleMesh make_cone(double r, double h, double fa=(2*PI/360));
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TriangleMesh make_sphere(double rho, double fa=(2*PI/360));
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indexed_triangle_set its_make_cube(double x, double y, double z);
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TriangleMesh make_cube(double x, double y, double z);
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indexed_triangle_set its_make_cylinder(double r, double h, double fa=(2*PI/360));
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TriangleMesh make_cylinder(double r, double h, double fa=(2*PI/360));
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indexed_triangle_set its_make_cone(double r, double h, double fa=(2*PI/360));
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TriangleMesh make_cone(double r, double h, double fa=(2*PI/360));
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indexed_triangle_set its_make_sphere(double radius, double fa);
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TriangleMesh make_sphere(double rho, double fa=(2*PI/360));
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inline BoundingBoxf3 bounding_box(const TriangleMesh &m) { return m.bounding_box(); }
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inline BoundingBoxf3 bounding_box(const indexed_triangle_set& its)
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